Talk to me about the pitching. If I have a guy that only goes 100 innings, is that his cap for the sim season? How are lineups set? How oftern? 3 OF? CI/MI?
The way WIS works is different than fantasy baseball. For all intents and purposes you are managing a Major League Baseball team. You are going to assemble a team of 25 players the same way a real baseball team does. Each day 3 games a "summed", once in the morning, the afternoon and at night. For each game you will set a lineup of 8 players in the traditional way major league teams do. You will have a lineup versus left hand pitchers and a lineup versus right handed pitchers. If you do not make any changes after a game it will use the same lineup in the next game depending on whether a righty or lefty is pitching. Each position requires around 700 PA's, so if you have a player who only ends up with 550 you will need to sub in a bench player every so often to give that player a break. Players have a health meter that tells you if they are fatigued. It is measured in percentage from 1-100. You typically want to keep your players at 100 if you can. A typical team will have 13 hitters and 12 pitchers. This gives you a breakdown of 8 hitters who start every day and 5 bench players, On the pitching side you will have 5 starters and 7 relievers. You have the ability to set up player depth charts for rest and subbing for offensive players, so make sure you draft some backups at each position on the field some of your players might get hurt during the season and the quality of those backups will become critically important. You want to try to make sure you have about 700 or so PA.s for your leaf off hitter and it drops down by about 5-10 per position in the lineup to the point where your number 8 hitter really only needs about 650.
Defense plays a big part in the dim. Defense is measured with two grades. These are identified by letters from A-D much like the grading system teachers use in school with A bring he best. The first grade refers to the players ability to catch the ball. An average player is around a C. Do if you have a player who has an A that players us going to make few, if any, errors. The second grade refers to range. This measures how many balls in play a player can actually get to. A player with a range grade of A will actually make a play on hits that a player with a C or B won't get to. In effect, defense can make your pitchers better. I find it is important to have a B or better range in CF, but preferably an A. Players with great range will actually take hits away. This also is important at SS and, to a lesser extent, 2B. Also, good densuve middle infield single will turn more double plays, saving more runs. Do make sure you weigh a players defensive rating against his offensive ability. Two players might be close offensively, but one might have much better defense making him more valuable. Catchers gave 3 grades. The first two are the normal ones, with the third representing the catchers arm. Thus is hid ability yo throw out runners attempting to steal bases and is pretty self-explanatory.
on the pitching side, you want yo assemble a pitching staff that consists of 5 starters and 6-7 relievers depending on how many innings each reliever has. You should shoot for around 180 innings girl each starter. You will be setting the pitchers pitch count for each start. When your pitcher gets to that number, give or take 5 pitches, he will be replaced by a reliever. For a starting pitcher with 180 or more innings you want yo set that anywhere from 90-120, depending on how good your bullpen us. If you keep it around 90 you can actually get more starts out of your pitchers and can conceivably get by with a 4 man rotation. You might need to have a swingman 5th starter who starts every 10-15 games. This allows you to have your best starters pitch a larger number of games since it can be tough yo have 5 really good starters. There also is a setting that determines whether or not a pitcher will be pulled when getting into trouble. It ranges from 1-5, if yiu set it at 1, your pitcher will never be pulled until he hits his pitch count, At 5 he will be pulled fairly quickly. This is important in the dim because if your seater gets pulled too early your bullpen will pitch the rest of the game which can be very tough on your bullpens fatigue settings. Typically, I keep my 1-4 starters set at 1 and I might set my number 5 starter st 2. Managing your bullpens fatigue is very important.
as for your bullpen, you will give each reliever a designation. These are setup, closer and mop up. There are others, but those are the only ones I use. You also will set the inning each player becomes available, their pitch count, and their rating for when they will be pulled. Typically you will have a closer who is available in the 9th. Thus means he will be available to be called into the game from the 9th inning on. Next you will want to rank your setup relievers. You can designate them as Setup A or Setup B. You can have more than 1 of each. I typically make all my best relievers Setup A and the lesser ones Setup B. You also will want to pick ther inning of availability, which I typically set at 6. You always want yo get at least 5 innings out if your starter to save your bullpen from becoming fatigued. Also, for relievers who pitch 1 inning at a time you want to set their pitch count to around 15. For 2 innings 30. The last designation is mop up.this is the pitcher who cones into the game when you are getting blown out. You want him coming in yo pitch do you don't waste your good reliever innings on games you have no chance of winning. Usually, you can put a crappy starter here. All these innings will come in handy keeping your bullpen fresh.
Hope this helps. If you have any other questions you can message me.